SetNpcTattoo
setNpcTattoo
AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.
Sets an independent NPC tattoo override.
Syntax
setNpcTattoo(npcId, tattoo)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
npcId |
int |
yes | NPC ID returned by spawnNpc; not a player ID. |
tattoo |
string |
yes | Key from getNpcTattooNames; none explicitly removes tattoos. ASCII case-insensitive, at most 48 bytes. |
Returns
true when accepted, false when invalid, unavailable or owned by another resource.
Examples
setNpcTattoo(npcId, "templar1")
Notes
- Server-side only. Mutations require the resource that owns this NPC; getters do not grant control.
- Available from update 0.1.5. See NPC scripting#NPC appearance since 0.1.5.
- The authoritative state is replayed for relevance entry/late join. Rendering is asynchronous; acceptance does not mean the mesh has finished rebuilding.
- Does not change authoritative HP, weapons, armor, routes or combat configuration. No automatic persistent database storage.
- Upper-initial alias SetNpcTattoo is also supported.
- none explicitly removes tattoos; resetNpcTattoo restores inherited materials instead. See Player tattoo catalog. Only exposed regions included in the selected preset can show its tattoos.